blob: 2e1f4cc103eb0277d4780beb80f7ed0d2f8c3ad7 [file] [log] [blame]
// Copyright 2013 The Flutter Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "flutter/flow/layers/container_layer.h"
namespace flutter {
ContainerLayer::ContainerLayer() {}
void ContainerLayer::Add(std::shared_ptr<Layer> layer) {
layers_.emplace_back(std::move(layer));
}
void ContainerLayer::Preroll(PrerollContext* context, const SkMatrix& matrix) {
TRACE_EVENT0("flutter", "ContainerLayer::Preroll");
SkRect child_paint_bounds = SkRect::MakeEmpty();
PrerollChildren(context, matrix, &child_paint_bounds);
set_paint_bounds(child_paint_bounds);
}
void ContainerLayer::Paint(PaintContext& context) const {
FML_DCHECK(needs_painting());
PaintChildren(context);
}
void ContainerLayer::PrerollChildren(PrerollContext* context,
const SkMatrix& child_matrix,
SkRect* child_paint_bounds) {
#if defined(OS_FUCHSIA)
child_layer_exists_below_ = context->child_scene_layer_exists_below;
context->child_scene_layer_exists_below = false;
#endif
// Platform views have no children, so context->has_platform_view should
// always be false.
FML_DCHECK(!context->has_platform_view);
bool child_has_platform_view = false;
for (auto& layer : layers_) {
// Reset context->has_platform_view to false so that layers aren't treated
// as if they have a platform view based on one being previously found in a
// sibling tree.
context->has_platform_view = false;
layer->Preroll(context, child_matrix);
if (layer->needs_system_composite()) {
set_needs_system_composite(true);
}
child_paint_bounds->join(layer->paint_bounds());
child_has_platform_view =
child_has_platform_view || context->has_platform_view;
}
context->has_platform_view = child_has_platform_view;
#if defined(OS_FUCHSIA)
if (child_layer_exists_below_) {
set_needs_system_composite(true);
}
context->child_scene_layer_exists_below =
context->child_scene_layer_exists_below || child_layer_exists_below_;
#endif
}
void ContainerLayer::PaintChildren(PaintContext& context) const {
FML_DCHECK(needs_painting());
// Intentionally not tracing here as there should be no self-time
// and the trace event on this common function has a small overhead.
for (auto& layer : layers_) {
if (layer->needs_painting()) {
layer->Paint(context);
}
}
}
void ContainerLayer::TryToPrepareRasterCache(PrerollContext* context,
Layer* layer,
const SkMatrix& matrix) {
if (!context->has_platform_view && context->raster_cache &&
SkRect::Intersects(context->cull_rect, layer->paint_bounds())) {
context->raster_cache->Prepare(context, layer, matrix);
}
}
#if defined(OS_FUCHSIA)
void ContainerLayer::CheckForChildLayerBelow(PrerollContext* context) {
// All ContainerLayers make the check in PrerollChildren.
}
void ContainerLayer::UpdateScene(SceneUpdateContext& context) {
UpdateSceneChildren(context);
}
void ContainerLayer::UpdateSceneChildren(SceneUpdateContext& context) {
auto update_scene_layers = [&] {
// Paint all of the layers which need to be drawn into the container.
// These may be flattened down to a containing Scenic Frame.
for (auto& layer : layers_) {
if (layer->needs_system_composite()) {
layer->UpdateScene(context);
}
}
};
FML_DCHECK(needs_system_composite());
// If there is embedded Fuchsia content in the scene (a ChildSceneLayer),
// PhysicalShapeLayers that appear above the embedded content will be turned
// into their own Scenic layers.
if (child_layer_exists_below_) {
float global_scenic_elevation =
context.GetGlobalElevationForNextScenicLayer();
float local_scenic_elevation =
global_scenic_elevation - context.scenic_elevation();
float z_translation = -local_scenic_elevation;
// Retained rendering: speedup by reusing a retained entity node if
// possible. When an entity node is reused, no paint layer is added to the
// frame so we won't call PhysicalShapeLayer::Paint.
LayerRasterCacheKey key(unique_id(), context.Matrix());
if (context.HasRetainedNode(key)) {
TRACE_EVENT_INSTANT0("flutter", "retained layer cache hit");
scenic::EntityNode* retained_node = context.GetRetainedNode(key);
FML_DCHECK(context.top_entity());
FML_DCHECK(retained_node->session() == context.session());
// Re-adjust the elevation.
retained_node->SetTranslation(0.f, 0.f, z_translation);
context.top_entity()->entity_node().AddChild(*retained_node);
return;
}
TRACE_EVENT_INSTANT0("flutter", "cache miss, creating");
// If we can't find an existing retained surface, create one.
SceneUpdateContext::Frame frame(
context, SkRRect::MakeRect(paint_bounds()), SK_ColorTRANSPARENT,
SkScalarRoundToInt(context.alphaf() * 255),
"flutter::PhysicalShapeLayer", z_translation, this);
frame.AddPaintLayer(this);
// Node: UpdateSceneChildren needs to be called here so that |frame| is
// still in scope (and therefore alive) while UpdateSceneChildren is being
// called.
float scenic_elevation = context.scenic_elevation();
context.set_scenic_elevation(scenic_elevation + local_scenic_elevation);
update_scene_layers();
context.set_scenic_elevation(scenic_elevation);
} else {
update_scene_layers();
}
}
#endif // defined(OS_FUCHSIA)
} // namespace flutter